Skill Gem /107
Consume a Corpse or Power Charge to create a short-lived Zombie. Zombies created from Power Charges are Empowered and also create two additional non-empowered Zombies.
Create a wall of Ice Crystals which holds back enemies. The Crystals explode if sufficiently damaged, or if pushed hard enough, damaging nearby enemies. Consumes a Lightning Infusion if possible to add another Lightning explosion if destroyed.
Mark a target. The next Critical Hit the target receives Activates the Mark, Consuming it to deal extra damage and grant you a Frenzy Charge.
Fire a slow-moving Projectile that moves through enemies. The Projectile itself does not Hit enemies, but repeatedly discharges bolts of Lightning at nearby enemies. Consumes a Fire Infusion if possible to slow down over time, create Ignited Ground as it travels, and explode dealing Fire damage in an Area after it dissipates.
Impale a Skeleton on a bone spike to shield your Minions while the spike remains, reducing the amount of damage taken from Hits. Taking a Hit that deals damage above a certain threshold will cause that Minion's shield to absorb all damage from that Hit, then explode. The bone spike is itself a Minion, and shields itself. If it dies, shields on your other Minions disappear.
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Perform a Warcry, Empowering subsequent Melee Attacks if there are enemies nearby. Enemies in the warcry's area are destabilised and will Combust on death. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Shapeshift into a Wyvern and lob a ball of magma that deals area damage as it hits the ground. The skill Chains, bouncing forward to deal damage multiple times. Impacts on Molten Fissures or Volcanos will activate them as though they were Slammed.
Fire a Projectile that applies a powerful Chaos damage over time debuff to enemies it hits.
Activate to summon Reviving Skeletal Warriors.
Activate to summon Reviving Skeletal Clerics that heal other minions and revive fallen Skeletons.
Summons a mysterious undamageable Mist Raven that can be Commanded to dive at target location, crashing through an otherworldly mirror and damaging enemies in an area. The raven grants you a Frenzy Charge for each enemy it Culls.
Attack enemies with a melee Strike. The Strike will cause a Heavy Stun on enemies that are Primed for Stun. Upon causing a Heavy Stun it will also create a Shockwave, dealing a large amount of damage in an area.
Throw a single copy of your spear. When it hits an enemy it bursts, firing secondary lightning bolt Projectiles at multiple other enemies within a large area around it. Consumes a Frenzy Charge if possible to cause the main spear to split into multiple copies on impact, each of which then bursts.
Channel to charge up a heavy swing, drawing earth from the ground to enlarge your mace. Release to Slam the ground, dealing damage in an area around the impact, followed by Aftershocks dealing damage in a larger area. This Skill has its own Attack time, which is not affected by your weapon's attack speed and cannot be modified.
Activate to summon a pack of Wolf Companions. The pack treated as a single Companion for effects that count or limit Companions, regardless of the number of Wolves in the pack.
Activate to summon a cackle of Hyena Companions. The cackle is treated as a single Companion for effects that count or limit Companions, regardless of the number of Hyenas in the cackle. Hyenas whoop when they first appear, Hindering nearby enemies, and have a chance to Maim enemies they Hit.
Fire a bouncing Grenade that discharges an Electrocuting Lightning blast when its fuse expires, causing all Lightning Hits against enemies to contribute to Electrocution buildup for a duration.
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to cause the Bell on your staff to grow to massive size as you drop it on the ground. The Bell damages enemies on impact and can be Hit by your skills, creating a damaging shockwave. Elemental Ailments applied to the Bell cause its shockwaves to deal extra damage of the corresponding type, and Hits which would have caused Knockback increase the area of effect of the shockwaves.
Fire a virulent arrow that creates a burst of Poison on hit, affecting all enemies in an area.
Consume the elemental energy from a Frozen, Shocked or Ignited enemy, creating an elemental blast that leaves behind an Infusion Remnant. The blast will spread to other enemies affected by the same Ailment, but those blasts cannot spread further. Can also be cast on a Frostbolt to create a larger cold blast.
Raise your Shield to Block all incoming Blockable hits. Release immediately after Blocking when an enemy is close to perform a Shield Bash, damaging and Stunning enemies. While your Shield is raised you cannot be Light Stunned by hits you Block, but Blocking too much damage may Heavy Stun you. You cannot Evade while your Shield is raised, but Evasion instead grants an equal chance to avoid this Heavy Stun buildup.
Conjure surging arcane energy to restore your Mana. While active, enemies you kill affected by Elemental Ailments have a chance to spawn a Mana Remnant, and Critically Hitting a target with Elemental Ailments spawns a Mana Remnant every few seconds. Picking up a Mana Remnant grants you Mana which can Overflow maximum Mana.
Fire an arrow into the air that lands after a short delay, damaging enemies and causing a plant to spring up at the impact location. The plant sprouts vines that latch onto nearby enemies, Slowing their movement speed and dealing Chaos damage over time. The plant can be Poisoned, causing it to deal more damage.
Harnesses a Companion Rhoa you can mount while you're wielding a Bow or Spear. While mounted you can use Bow, thrown Spear, and Mark Skills, and are much less slowed while using Skills, but being Hit will cause Heavy Stun buildup. While you aren't mounted, the Rhoa will attack your enemies alongside you with its beak, but can be damaged.
Perform a Warcry that grants Guard and Triggers Shield Wave when subsequent Shield Attacks deal damage. This Skill's cooldown can be bypassed by expending an Endurance Charge.
Load your Crossbow with Piercing bolts that apply Riven Armour to enemies with Fully Broken Armour, causing any Hits against those enemies to deal extra damage.
Load your Crossbow with Piercing bolts that fragment in flight. Bolts that hit a Frozen enemy Consume the Freeze and cause an explosion of shrapnel. Bolts that hit an Ice Crystal cause it to explode. These fragments can Merge.
Load your Crossbow with a clip of bolts that can be fired rapidly and Break enemy Armour. Using this Skill again reloads the clip.
Strike with your Maces.
Create a stationary Fire, Cold or Lightning storm at a target location for a duration, based on the highest Elemental Damage type for the Hit that Triggered the storm. Hits which do not deal Elemental Damage will not Trigger the storm.
Fire a Lightning-charged arrow that homes in on enemies afflicted by Lightning Ailments. Hitting such an enemy will cause your arrow to release a damaging shockwave and Chain towards nearby targets, with those Chaining Hits also releasing a shockwave. After the final Chain, the arrow lodges into the ground as a Lightning Rod. Consumes Shock from enemies it Hits, but not Electrocution.
Leap forward and Slam the ground, sending out a shockwave. The shockwave applies Broken Stance to Dazed enemies, causing any Hits against those enemies to deal extra damage.
Build Combo by successfully Striking Enemies with other skills. After reaching maximum Combo, use this skill to Empower your next Quarterstaff Attack, causing it to deal additional Chaos damage. Each kill with the Empowered Attack grants
Purple Flames of Chayula for a duration.
Create a fiery explosion, an arcing bolt of lightning, or an icy wave of projectiles. The chance for an explosion is proportional to your Strength, for a bolt proportional to your Dexterity, and for a wave proportional to your Intelligence.
Fire an icy arrow that sprays a cone of ice shards when it hits a target.
Gain Unbound Fury by inflicting Elemental Ailments with Hits on enemies. Once you reach maximum Unbound Fury, consume it to become Unbound for a duration, vastly augmenting your Elemental prowess.
Summon Kelari, an invulnerable Sand Djinn Minion, to do your bidding. Kelari will only act when you Command him to do so. Kelari delivers swift Hits with massive Critical Hit potential.
Passively manifests a protective barrier which takes Elemental Damage from Hits for you until depleted. The barrier instantly recharges to its full value a short time after it stops taking damage or is fully depleted.
Fire a skyward shot that whips up a Tornado where it lands, dealing Physical damage over time and Hindering enemies standing in it. Arrows, thrown Spears and Crossbow bolts fired at the Tornado are sucked into it, causing the Tornado to spit out a ring of copied Projectiles. Copied Projectiles cannot be copied again, even by further Tornados.
While active, ethereal bells periodically appear near you. Your Hits immediately destroy the bells, creating a shockwave that damages nearby enemies and causes a Heavy Stun on enemies that are Primed for Stun. The bells are themselves always Primed for Stun, they can be Culled, and Hits against them are always Critical Hits.
Attaches an ethereal bell to your back. Critical Hits with other Skills will cause the bell to ring out, damaging nearby enemies.
Debuff all targets in an area, causing a portion of Damage they take from Hits to be tracked by the Debuff. When the debuff's duration expires or can kill the target, the target loses life equal to that tracked damage all at once.
[DNT-UNUSED] Hunt em down
While active, Shattering an enemy with a non-Herald Attack Hit will cause an icy explosion that deals Attack damage to surrounding enemies.
Become attuned to all Elements building up Fire, Cold and Lightning Affinity based off the highest Elemental Damage type dealt by your Hits. Your Elemental Damage is enhanced the more Affinity of any type you have.
While active, scatters caltrops in your wake when you dodge.
Shapeshift into a Wyvern and launch yourself backwards with a powerful wingbeat that Knocks Back enemies. Enemies Primed for Heavy Stun will be stunned, release a shockwave, and have a chance to grant you a Power Charge. This skill can be used while using other skills to interrupt them.
Shapeshift into a Wyvern and spit Oil at enemies, creating Oil Ground where the Projectiles land. Consumes Power Charges if possible to instead Channel a sustained barrage of electrified Oil that does not create Oil Ground. Projectiles are fired in sequence, allowing multiple Projectiles to Hit the same target.
Shapeshift into a Werewolf and offer your Rage to the moon to receive a blessing, gaining bonus Cold damage for yourself and any Wolf Minions you have from Wolf Pack or Predator's Mark. Spends all Rage to extend the Buff's duration. While the Buff is active, your Werewolf Melee Attacks call down Moonbeams on Hit.
Targets an allied player to apply a buff which links you to them for a duration. While linked, your Energy Shield will intercept some of the damage they would take. If the target dies while linked, you will also die. This skill cannot be triggered, or used by Totems, Traps, or Mines.
Create an area of Toxic Bloom on the ground around you. While in the Bloom, you have increased Skill costs, Regenerate Life, and your Projectile Attacks attach a Toxic Pustule, which can be Poisoned. Pustules will Detonate after a duration or when enough Poison has been applied, dealing more damage based on the stored Poison damage and applying Poison in an area around it.
Hinekora observes your Future-Past granting you the opportunity to subvert a lesser fate. After a period of Hindsight, she will grant you her Foresight, which prevents you from avoiding Hits while Dodge Rolling. When you are Hit while Dodge Rolling, Hinekora restores you to full Life immediately before taking damage from the Hit, and grants you Sight Beyond Sight, which prevents you from dying.
While active, taking Hit damage from enemies to your Energy Shield causes you to gain Armour for a short duration. Armour gained from multiple Hits can stack. The total Armour gained from this Skill cannot exceed the Item Armour on your Equipped Armour Items.
While active, summons short-lived Azmerian Swarms when you kill enemies affected by Elemental Ailments or hit Rare or Unique enemies affected by Elemental Ailments. The swarms are untargetable Minions that pursue nearby enemies to Attack them and infict Faerie Fire on Hit.
Hurl your Shield as a Projectile which Returns to you at the end of its flight. While the Shield is in flight, this skill is replaced with Embrace the Fall. This skill's cooldown is skipped if you catch the Shield as it Returns, or destroy an Ice Crystal with the Embrace the Fall.
While active, Critical Hits with other skills that kill targets, or hit powerful targets cause you to gain Arctic Petals. Once you have enough Arctic Petals they will be Consumed to create Ice Crystals near the most recent target.
[DNT] Raise your Crossbow to Block all incoming Blockable hits. Releasing performs a Kinetic Bash, damaging enemies in front of you dealing more damage based on your Heavy Stun Buildup. While your Crossbow is raised Blocking too much damage may Heavy Stun you.
Spends all your Ward to gain a short-duration Buff that causes you to Block all Blockable Hits and apply Parried to enemies from which you've Blocked a Hit. This Buff is removed if you are Heavy Stunned. While this Buff is active, you cannot be Light Stunned, but Blocking too much damage may Heavy Stun you.
Spend Runic Ward to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage and apply Electrocution buildup.
Channel to create a protective bubble all around you, Blocking Hits against you. While Channelling this Skill, you cannot be Light Stunned by Hits you Block, and damage you take from Hits is also removed from Runic Ward. Blocking Hits this way causes you to accumulate Heavy Stun buildup. You cannot recover Runic Ward while this Skill is active.
Raise a pair of electrified pylons in front of you which project a wall of electricity between them, damaging and Electrocuting enemies caught between them. Projectiles you fire through the wall become energised, and discharge that energy on Hit as Chaining Lightning beams.
Pour your Runic Ward into conjuring blades. For the duration of the Buff, these blades fall on enemies Hit by your Projectile Attacks.
Skill Gem Quality /10
(0—20)% more Critical Hit Chance
Hits against targets with attached Rods gain (0—10)% of Damage as extra Lightning Damage
Next Critical Hit against Marked Enemy has (0—15)% increased Critical Damage Bonus
(0—20)% more Damage with Hits against Enemies with Fully Broken Armour
(0—20)% more Critical Hit Chance
Hits against Marked enemy cause +(0—20)% increased Electrocute buildup
Additional Hits deal (0—5)% more damage
Support Gem /173
Supports any skill that Hits enemies, causing it to deal more damage with Critical Hits but have less Critical Hit chance.
Supports Spells that Hit enemies, boosting their damage but preventing them from dealing Critical Hits.
Supports any skill that Hits enemies, causing it to deal more Elemental Damage but be unable to inflict Elemental Ailments.
Supports any skill that deals damage, boosting its Physical damage at the expense of all other Damage Types, as well as giving Hits from that skill a chance to ignore Physical Damage reduction.
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time.
Supports any skill you use yourself that Hits enemies, causing it to accumulate Critical Hit chance over time, but also reduce your Critical Damage Bonus.
Supports any skill that Hits enemies, causing it to create patches of Chilled Ground around Frozen enemies.
Supports any skill that Hits enemies, causing it to create an icy vortex on Shattering an enemy.
Supports any skill that Hits enemies, causing you to recover Energy Shield when it kills a Shocked enemy.
Supports any skill that Hits enemies, causing them to deal more Damage against enemies with Broken Armour but preventing them from Breaking Armour themselves. Cannot support skills that Consume Broken Armour.
Supports any skill that Hits enemies, causing them to apply Broken Armour to enemies when causing a Heavy Stun to enemies.
Supports any skill that Hits enemies. Nearby enemies are marked when they are Primed for Electrocution, and hitting a marked enemy with a supported skill will Electrocute them.
Supports any skill that Hits Enemies, causing it to Critically Hit more often but deal less damage with Critical Hits.
Supports skills that create walls in a line, causing them to be created in a circle instead but deal less Hit damage.
Supports skills that create walls in a line, causing them to be created in a circle instead but deal less Hit damage and have lowered Area of Effect.
Supports any Spell that Hits enemies, causing it to consume Elemental Ailments on hit to trigger an Elemental Discharge. Cannot support the skills of Minions.
Supports any Spell that Hits enemies, causing it to trigger a Mana Flare on Critical Hit. The Mana Flare consumes your Mana to deal Fire damage. Cannot support the skills of Minions.
Supports any skill that Hits enemies, allowing its Physical damage to Pin enemies but making it unable to Stun, as well as granting Critial Hit Chance against Immobilised enemies.
Supports any skill that Hits enemies, making it more likely to Critically Hit enemies on full life.
Supports any skill that Hits enemies, causing enemies it kills to grant more Mana Flask charges.
Supports any skill that Hits enemies, causing enemies it kills to grant more Life Flask charges.
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when it Fully Breaks an enemy's Armour.
Supports any skill that Hits enemies, causing it to inflict Exposure when it Critically Hits an enemy.
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt.
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
Supports Skills that Hit Enemies, causing those Hits to Break Armour based on a portion of Physical Damage dealt. On Fully Breaking Armour with Supported Skills, you have a chance to gain an Endurance Charge.
Supports Spell Skills which cause Damaging Hits. Using supported Spells will cause you to Sacrifice a portion of your Life on use, gaining extra Chaos Damage in exchange. Does not support Persistent Skills, Minion Skills, or Triggered Skills.
Supports Skills which Hit Enemies. Supported Skills gain increased chance to Critically Hit against Immobilised Enemies.
Supports Skills that you use yourself. Supported Skills will consume a Power Charge on use if possible, and will be much more likely to Critically Hit if they do. Supported Skills cannot generate Power Charges.
Supports any damaging Skill that you use yourself, granting it significantly higher chance to Critically Hit, but causing it to gain a long cooldown. Cannot support Skills which already have a cooldown.
Supports Melee Attack Skills you use yourself. Supported Skills gain much more damage and are more capable of Stunning Enemies the closer you are to being Heavily Stunned.
Supports Skills which can fire Projectiles. Projectiles from Supported Skills always Fork when the initial Projectile Hits Frozen Enemies, but Supported Skills cannot build up Freeze themselves.
Supports Warcry Skills. Supported Skills Consume Fully Broken Armour to trigger Physical Damage explosions on Enemies within their range but cannot themselves Break Armour.
Supports Slam Skills you use yourself. Hits from Supported Skills are considered Crushing Blows against Enemies which are both Ignited and Fully Armour Broken. Hits with Supported Skills that Heavily Stun Ignited and Fully Armour Broken Enemies will Intimidate them.
Supports Attack Skills you use yourself. Supported Skills deal more Damage with Critical Hits, but Critically Hitting an Enemy with them will Daze you for a short time.
Supports Skills you use or Trigger yourself, which can cause Damaging Hits. Supported Skills inflict more powerful Ailments if you are afflicted with those Ailments when you inflict them, while also removing from you any Ailment that they inflict.
Supports Skills which can cause Damaging Hits. Supported Skills are more likely to Critically Hit Blinded Enemies, and deal more Damage with Critical Hits against Blinded Enemies, but cannot themselves inflict Blind.
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky if you are Surrounded.
Supports Attack Skills you use yourself. Hit Damage from Supported Skills is Lucky and Insufficient Mana doesn't prevent Supported Skills from being used if you are Surrounded.
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills grant Volatility on Critical Hit.
Supports Ranged Spear Attacks. Supported Skills create Caltrops when Projectiles they create reach the end of their flight.
Supports Melee Attack Skills. Supported Skills are more capable of Stunning Enemies the closer you are to being Heavily Stunned.
Supports Melee Attack Skills. Supported Skills trigger Quill Burst, which deals your Thorns Damage in an Area around the target struck. Quill Burst can only be triggered on Hit after you've
Retaliated with Thorns Damage.
Supports Melee Attack Skills you use yourself. Attacking with Supported Skills will cycle through various effects, with the first Attack in sequence inflicting Hobble on you. The second and third Attacks in sequence will powerfully scale chance to Critically Hit and overall damage, respectively, at which point the cycle will reset. Cannot Support Channelling Skills.
Supports Strikes you use yourself. Supported Skills cannot be used until you have Blocked a certain number of Hits, but will be Ancestrally Boosted when used. After use, this Blocked Hit counter will reset. Cannot Support Channelled Skills or Skills which already have a Condition for use.
Supports Skills that leap into the air and deal damage, causing them to create Shocked Ground the first time they Critically Hit an enemy.
Supports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which grants Deflection Rating and causes Armour to partially apply to Elemental Hit Damage.
Supports Banner Skills, causing those affected by Auras they create to gain Refractive Plating, a Buff which grants Deflection Rating and causes Armour to partially apply to Elemental Hit Damage.
Supports Melee Attack Skills. Supported Skills build up Heavy Stun more quickly, but cannot themselves Heavy Stun.
Supports Skills that create Companions which can be damaged. Minions created by Supported Skills take a portion of Hit Damage you would otherwise have taken, but have lowered maximum Life.
Supports Skills that create Companions which can be damaged. Minions created by Supported Skills take a portion of Hit Damage you would otherwise have taken, but have lowered maximum Life. A percentage of Damage taken this way is Recouped by you as Life.
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills Break Armour against Parried Enemies.
Supports Mark Skills. Enemies affected by Supported Marks will have their Armour Broken by Physical Damage they take.
Supports Mark Skills. Enemies affected by Supported Marks will have their Armour Broken by Physical Damage they take.
Supports Skills you use yourself which can cause Damaging Hits. Supported Skills consume a Frenzy Charge on use to powerfully Break Armour.
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Supports Skills which cause Damaging Hits. Living Lightning Minions are created when dealing Lightning damage with Supported Skills - bundles of living electricity that target nearby enemies with Chaining Attacks. Enemies will not directly engage these Minions, and can pass through them. Does not modify skills used by Minions.
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Supports any skill that Hits enemies, giving it a chance to gain an Endurance Charge when causing a Heavy Stun.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Ignites.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Shock.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Contribute to Freeze Buildup.
Supports Skills that can cause Damaging Hits, granting extra Chaos damage and causing Chaos damage to Break Armour.
Supports Skills that can cause Damaging Hits, causing those Hits to treat Enemy Elemental Resistances as inverted.
[DNT] Supports Spells you use yourself which Hit enemies. On Critical Hit with supported Spells, Trigger Atziri's Storm at the location of the nearest enemy.
Supports Skills which can cause Damaging Hits. Poison inflicted with Supported Skills deals Damage faster the higher your Rage.
Supports Attack Skills you use yourself which do not already have some Condition for use. Supported Skills have a maximum Critical Hit chance, but will Bifurcate Critical Hit Chance.
Supports Channelling Skills you use yourself. While Channelling Supported Skills, periodically gain stages of Deadly Resolve. Expend a stage of Deadly Resolve when an enemy Hits you to Trigger a deadly slash towards that enemy, dealing more damage based on your Armour.
Supports Skills you use yourself which Hit enemies. Critical Hits with Supported Skills imbue all of your Attacks with Fire damage for a duration.
Supports Spells which Hit enemies. Supported Skills Daze on Critically Hitting enemies with Physical damage.
Supports non-Channelling skill you use yourself that Hits enemies, causing it to gain Critical Hit chance based on Rage, but also remove all Rage upon Critically Hitting.
Supports Persistent Buff Skills, providing a chance for enemies to calculate their Hits as though your Resistances were 90% while the skill is active.
Supports any skill that Hits enemies, causing it to Break Armour of enemies it Freezes or Electrocutes.
Supports Shield Skills that Hit enemies, causing those Hits to Crush their targets, additionally causing any Physical Damage Hits against those targets while Crushed to Break their Armour.
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but the skill to gain a Runic Ward cost.
Supports Attacks you use or Trigger yourself, causing them to cost Runic Ward to use but deal additional Physical and Cold damage based on their Runic Ward cost, in addition to causing Physical damage to Contribute to Freeze buildup. Cannot Support Channelling Skills, Sustained Skills, or Skills without a cost.
Item mods /6
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| of Dulling | 33 | Suffix | Hits against you have (21—27)% reduced Critical Damage Bonus Damage Critical | str_dex_shield 1 default 0 |
| of Deadening | 45 | Suffix | Hits against you have (28—34)% reduced Critical Damage Bonus Damage Critical | str_dex_shield 1 default 0 |
| of Interference | 58 | Suffix | Hits against you have (35—41)% reduced Critical Damage Bonus Damage Critical | str_dex_shield 1 default 0 |
| of Obstruction | 69 | Suffix | Hits against you have (42—47)% reduced Critical Damage Bonus Damage Critical | str_dex_shield 1 default 0 |
| of the Bastion | 81 | Suffix | Hits against you have (48—54)% reduced Critical Damage Bonus Damage Critical | str_dex_shield 1 default 0 |
| of the Soul | 65 | Suffix | Hits against you have (10—99)% reduced Critical Damage Bonus Damage Critical | soul 1 default 0 |
Monsters mods /35
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| of Ignition | 12 | Suffix | Hits always Ignite All Damage from Hits Contributes to Flammability and Ignite Magnitudes | fire_affinity 1 default 1 |
| of Freezing | 12 | Suffix | All Damage from Hits Contributes to Chill Magnitude Chills from your Hits always reduce Action Speed by at least 10% | cold_affinity 1 default 1 |
| of Shocking | 12 | Suffix | Hits always Shock All Damage from Hits Contributes to Shock Chance | lightning_affinity 1 default 1 |
| of Far Shot | 10 | Suffix | Projectiles gain Damage as they travel farther, dealing up to 60% increased Damage with Hits to targets | allows_additional_projectiles 1 default 0 |
| of Obstruction | 10 | Suffix | Hits against you have 80% reduced Critical Damage Bonus | default 1 |
| 1 | Unique | Your Hits can't be Evaded Attack | ||
| 1 | Unique | Never deal Critical Hits Critical | ||
| 1 | Unique | 50% Chance to Block Attack Damage You take 10% of damage from Blocked Hits stance movement speed +% final [-45] | ||
| 1 | Unique | 50% Chance to Block Attack Damage You take 10% of damage from Blocked Hits stance movement speed +% final [-50] | ||
| 1 | Unique | 50% Chance to Block Attack Damage +5% to maximum Block chance Cannot be Stunned by Hits you Block | ||
| Aurora Cultist's Touch | 1 | Torment | +25% to Cold Resistance 50% increased Chill Duration on Enemies Physical Damage from Hits also Contributes to Chill Magnitude Elemental Cold Resistance Ailment | default 1 |
| 1 | Essence | Your Hits inflict Decay, dealing 250 Chaos Damage per second for 8 seconds Damage Chaos | ||
| 1 | Unique | Enemies Taunted by you deal 30% less Damage with Hits and Ailments against other targets | ||
| 1 | Unique | Gain 50% of Physical Damage as Extra Fire Damage All Damage from Hits Contributes to Flammability and Ignite Magnitudes base chance to ignite % [100] Damage Physical Elemental Fire Ailment | ||
| 1 | Unique | Gain 50% of Physical Damage as Extra Cold Damage All Damage from Hits Contributes to Chill Magnitude Damage Physical Elemental Cold Ailment | ||
| 1 | Unique | Always Shock Gain 50% of Physical Damage as Extra Lightning Damage All Damage from Hits Contributes to Shock Chance Damage Physical Elemental Lightning Ailment | ||
| 1 | Unique | Melee Hits have 50% chance to Fortify Attack | ||
| Heretic's Grip | 1 | Torment | 25% chance to Shock All Elemental Damage from Hits Contributes to Shock Chance Physical Damage from Hits also Contributes to Chill Magnitude Elemental Cold Lightning Ailment | |
| 1 | Unique | 20% Chance to Block Attack Damage You take 10% of damage from Blocked Hits | ||
| 1 | Unique | 30% Chance to Block Attack Damage You take 15% of damage from Blocked Hits | ||
| 1 | Unique | 40% Chance to Block Attack Damage You take 20% of damage from Blocked Hits | ||
| 1 | Unique | You take 10% of damage from Blocked Hits | ||
| 1 | Unique | You take 15% of damage from Blocked Hits | ||
| 1 | Unique | 15% Chance to Block Attack Damage You take 15% of damage from Blocked Hits | ||
| 1 | Unique | 25% Chance to Block Attack Damage You take 20% of damage from Blocked Hits | ||
| 1 | Unique | 20% Chance to Block Attack Damage You take 40% of damage from Blocked Hits | ||
| Serpent-Touched | 1 | Torment | Poison on Hit All Damage from Hits Contributes to Poison Magnitude | |
| Hunted by the Ancient Serpent | 1 | Torment | Poison on Hit All Damage from Hits Contributes to Poison Magnitude dropped items are converted to int items [1] | |
| Primate-Touched | 1 | Torment | 100% increased Freeze Buildup All Damage from Hits Contributes to Chill Magnitude | |
| Hunted by the Howling Ape | 1 | Torment | 100% increased Freeze Buildup All Damage from Hits Contributes to Chill Magnitude dropped items are converted to int items [1] | |
| Wolf-Touched | 1 | Torment | Break Armour equal to 250% of Hit Damage dealt Attacks have 50% chance to Maim on Hit | |
| Hunted by the Noble Wolf | 1 | Torment | Break Armour equal to 250% of Hit Damage dealt Attacks have 50% chance to Maim on Hit dropped items are converted to dex items [1] | |
| Spirit Of The Serpent | 1 | Torment | Poison on Hit All Damage from Hits Contributes to Poison Magnitude | |
| Spirit Of The Primate | 1 | Torment | 60% increased Freeze Buildup All Damage from Hits Contributes to Chill Magnitude | |
| Spirit Of The Wolf | 1 | Torment | Break Armour equal to 10% of Hit Damage dealt Attacks have 50% chance to Maim on Hit |
Map mods /15
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| of Obstruction | 1 | Suffix | Monsters take (15—19)% reduced Extra Damage from Critical Hits 18% more Magic and Rare Monsters Rare Monsters have 18% more chance of Monster Modifiers 10% more Waystones found in Area | map_key_low 1 default 0 |
| of Obstruction | 1 | Suffix | Monsters take (20—25)% reduced Extra Damage from Critical Hits 18% more Magic and Rare Monsters Rare Monsters have 18% more chance of Monster Modifiers 10% more Waystones found in Area | map_key_medium 1 default 0 |
| of Obstruction | 1 | Suffix | Monsters take (26—30)% reduced Extra Damage from Critical Hits 18% more Magic and Rare Monsters Rare Monsters have 18% more chance of Monster Modifiers 10% more Waystones found in Area | map_key_high 1 default 0 |
| of Obstruction | 1 | Suffix | Monsters take (26—30)% reduced Extra Damage from Critical Hits 18% more Magic and Rare Monsters Rare Monsters have 18% more chance of Monster Modifiers 10% more Waystones found in Area | map_key_highest 1 default 0 |
| Conflagrating | 69 | Unique | Found Items have (1—3)% chance to drop Corrupted in Area Area contains 2 additional packs of Corrupted Vaal Monsters All Monster Damage from Hits always Ignites 15% increased Quantity of Items found in this Area Elemental Fire Ailment | secret_area 1 default 0 |
| of Toughness | 1 | Unique | Monsters take (25—30)% reduced Extra Damage from Critical Hits 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Damage Critical | low_tier_map 1 expedition_logbook 0 primordial_map 0 default 0 |
| of Toughness | 1 | Unique | Monsters take (20—24)% reduced Extra Damage from Critical Hits 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Damage Critical | top_tier_map 0 expedition_logbook 1 default 0 |
| of Toughness | 68 | Unique | Monsters take (25—30)% reduced Extra Damage from Critical Hits 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Damage Critical | top_tier_map 0 expedition_logbook 1 default 0 |
| of Toughness | 1 | Unique | Monsters take (31—35)% reduced Extra Damage from Critical Hits 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Damage Critical | mid_tier_map 1 expedition_logbook 0 primordial_map 0 default 0 |
| of Toughness | 73 | Unique | Monsters take (31—35)% reduced Extra Damage from Critical Hits 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Damage Critical | top_tier_map 0 expedition_logbook 1 default 0 |
| of Toughness | 1 | Unique | Monsters take (36—40)% reduced Extra Damage from Critical Hits 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Damage Critical | top_tier_map 1 maven_map 0 expedition_logbook 0 primordial_map 0 default 0 |
| of Toughness | 1 | Unique | Monsters take (36—40)% reduced Extra Damage from Critical Hits 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area Damage Critical | top_tier_map 0 maven_map 1 primordial_map 1 default 0 |
| of Toughness | 78 | Unique | Monsters take (36—40)% reduced Extra Damage from Critical Hits 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Damage Critical | top_tier_map 0 expedition_logbook 1 default 0 |
| Conflagrating | 1 | Unique | All Monster Damage from Hits always Ignites 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Elemental Fire Ailment | secret_area 0 unique_map 0 maven_map 0 expedition_logbook 0 primordial_map 0 default 1 |
| Conflagrating | 1 | Unique | All Monster Damage from Hits always Ignites 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area Elemental Fire Ailment | secret_area 0 unique_map 0 maven_map 1 primordial_map 1 default 0 |
Delve Area mods /7
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| 1 | DelveArea | Monsters take (15—20)% reduced Extra Damage from Critical Hits 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Damage Critical | default 1 | |
| 20 | DelveArea | Monsters take (21—25)% reduced Extra Damage from Critical Hits 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Damage Critical | default 1 | |
| 52 | DelveArea | Monsters take (26—30)% reduced Extra Damage from Critical Hits 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Damage Critical | default 1 | |
| 92 | DelveArea | Monsters take (31—35)% reduced Extra Damage from Critical Hits 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Damage Critical | default 1 | |
| 173 | DelveArea | Monsters take (36—40)% reduced Extra Damage from Critical Hits 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Damage Critical | default 1 | |
| 92 | DelveArea | All Monster Damage from Hits always Ignites 10% increased Quantity of Items found in this Area 6% increased Rarity of Items found in this Area 4% increased Pack size Elemental Fire Ailment | default 1 | |
| 500 | DelveArea | Area contains a Unique Boss Unique Boss drops (15—25) additional Fossils Unique Boss's Hits are always Critical Hits 19% increased Quantity of Items found in this Area 11% increased Rarity of Items found in this Area 7% increased Pack size | delve_city_biome 1 default 0 |
Heist Area mods /6
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| Conflagrating | 46 | Prefix | All Monster Damage from Hits always Ignites map item drop quantity +% [10] map item drop rarity +% [6] heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] Elemental Fire Ailment | default 1 |
| of Toughness | 1 | Suffix | Monsters take (15—19)% reduced Extra Damage from Critical Hits map item drop quantity +% [10] map item drop rarity +% [6] heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] Damage Critical | default 1 |
| of Toughness | 46 | Suffix | Monsters take (20—24)% reduced Extra Damage from Critical Hits map item drop quantity +% [10] map item drop rarity +% [6] heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] Damage Critical | default 1 |
| of Toughness | 68 | Suffix | Monsters take (25—30)% reduced Extra Damage from Critical Hits map item drop quantity +% [10] map item drop rarity +% [6] heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] Damage Critical | default 1 |
| of Toughness | 73 | Suffix | Monsters take (31—35)% reduced Extra Damage from Critical Hits map item drop quantity +% [10] map item drop rarity +% [6] heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] Damage Critical | default 1 |
| of Toughness | 78 | Suffix | Monsters take (36—40)% reduced Extra Damage from Critical Hits map item drop quantity +% [10] map item drop rarity +% [6] heist contract alert level +% final [-4] heist contract lockdown timer +% [4] heist monster spawner alive limit +% [4] Damage Critical | default 1 |
Heist Equipment mods /4
| Name | Level | Pre/Suf | Description | Weight |
|---|---|---|---|---|
| Initiator's | 1 | Prefix | (25—28)% increased Damage with Hits against Enemies that are on Full Life Players deal (25—28)% increased Damage with Hits against Enemies that are on Full Life Damage | heist_equipment_utility 1 default 0 |
| Instigator's | 45 | Prefix | (29—32)% increased Damage with Hits against Enemies that are on Full Life Players deal (29—32)% increased Damage with Hits against Enemies that are on Full Life Damage | heist_equipment_utility 1 default 0 |
| Ambusher's | 75 | Prefix | (33—36)% increased Damage with Hits against Enemies that are on Full Life Players deal (33—36)% increased Damage with Hits against Enemies that are on Full Life Damage | heist_equipment_utility 1 default 0 |
| Assassin's | 81 | Prefix | (37—40)% increased Damage with Hits against Enemies that are on Full Life Players deal (37—40)% increased Damage with Hits against Enemies that are on Full Life Damage | heist_equipment_utility 1 default 0 |
Misc mods /30
| Name | Level | Domain | Pre/Suf | Description | Weight |
|---|---|---|---|---|---|
| of Stoutness | 1 | SanctumRelic | Suffix | Hits against you have (12—15)% reduced Critical Damage Bonus | small_sanctum_relic 1 default 0 |
| of Tenacity | 55 | SanctumRelic | Suffix | Hits against you have (16—19)% reduced Critical Damage Bonus | small_sanctum_relic 1 default 0 |
| of Unwavering | 76 | SanctumRelic | Suffix | Hits against you have (20—25)% reduced Critical Damage Bonus | small_sanctum_relic 1 default 0 |
| Slaying | 1 | Jewel | Prefix | (10—20)% increased Damage with Hits against Rare and Unique Enemies Damage | dexjewel 1 default 0 |
| Rancorous | 1 | Jewel | Prefix | (10—20)% increased Magnitude of Damaging Ailments you inflict with Critical Hits Damage Critical Ailment | dexjewel 1 intjewel 1 default 0 |
| Incise | 1 | Jewel | Prefix | (15—25)% chance for Attack Hits to apply Incision Physical Ailment | strjewel 1 default 0 |
| Slaying | 1 | Jewel | Prefix | Small Passive Skills in Radius also grant (2—3)% increased Damage with Hits against Rare and Unique Enemies Damage | dex_radius_jewel 1 default 0 |
| Rancorous | 1 | Jewel | Prefix | Notable Passive Skills in Radius also grant (5—10)% increased Magnitude of Damaging Ailments you inflict with Critical Hits Damage Critical Ailment | dex_radius_jewel 1 int_radius_jewel 1 default 0 |
| Incise | 1 | Jewel | Prefix | Small Passive Skills in Radius also grant (3—5)% chance for Attack Hits to apply Incision Physical Ailment | str_radius_jewel 1 default 0 |
| 1 | Jewel | Unique | Melee Hits have 10% chance to Fortify Attack | ||
| 1 | Jewel | Unique | 20% increased Damage with Hits for each Level higher the Enemy is than you Damage | ||
| 1 | Jewel | Unique | (15—20)% increased Damage with Hits against Chilled Enemies Damage | ||
| 1 | Abyss | Unique | (15—25)% chance for Lightning Damage with Hits to be Lucky Damage Elemental Lightning | heart_unique_jewel_prefix 1 default 0 | |
| Lightless | 1 | Abyss | Suffix | Notable Passive Skills in Radius also grant Hits have (3—5)% reduced Critical Hit Chance against you Critical | int_radius_jewel 1 str_radius_jewel 1 dex_radius_jewel 1 default 0 |
| of Ulaman | 65 | Abyss | Suffix | (15—25)% chance for Attack Hits to apply Incision ulaman Physical Ailment | str_armour 0 dex_armour 0 str_dex_armour 0 gloves 1 default 0 ulaman_mod 1 |
| of Ulaman | 65 | Abyss | Suffix | Hits have (17—25)% reduced Critical Hit Chance against you ulaman Critical | body_armour 1 shield 1 default 0 ulaman_mod 1 |
| of Ulaman | 65 | Abyss | Suffix | Prevent +(3—5)% of Damage from Deflected Hits ulaman | str_armour 0 int_armour 0 str_int_armour 0 body_armour 1 default 0 ulaman_mod 1 |
| of Ulaman | 65 | Abyss | Suffix | (30—40)% of Physical Damage taken as Lightning while your Shield is raised You take (8—15)% of damage from Blocked Hits with a raised Shield ulaman Physical Elemental Lightning | dex_shield 0 dex_int_shield 0 shield 1 default 0 ulaman_mod 1 |
| of Amanamu | 65 | Abyss | Suffix | Hits with Shield Skills which Heavy Stun enemies break fully Break Armour amanamu | dex_shield 0 dex_int_shield 0 shield 1 default 0 amanamu_mod 1 |
| Amanamu's | 65 | Abyss | Prefix | Projectiles deal (20—30)% increased Damage with Hits against Enemies within 2m amanamu Damage | quiver 1 default 0 amanamu_mod 1 |
| Kurgal's | 65 | Abyss | Prefix | Projectiles deal (20—30)% increased Damage with Hits against Enemies further than 6m kurgal | quiver 1 default 0 kurgal_mod 1 |
| Kurgal's | 65 | Abyss | Prefix | Projectiles deal (85—109)% increased Damage with Hits against Enemies within 2m kurgal Damage | crossbow 1 default 0 kurgal_mod 1 |
| Ulaman's | 65 | Abyss | Prefix | Projectiles deal (60—79)% increased Damage with Hits against Enemies further than 6m ulaman | bow 1 spear 1 default 0 ulaman_mod 1 |
| Underling's | 1 | Abyss | Prefix | 5% of Damage from Hits is taken from your Spectres' Life before you Minion | amulet 0 ring 0 breach_desecration 1 default 0 |
| 1 | ExpeditionRelic | Prefix | Monsters' Hits can't be Evaded | expedition_atoll_remnant_logbook 1 expedition_tundra_remnant_logbook 1 default 0 | |
| 1 | ExpeditionRelic | Prefix | Monsters' Hits are always Critical Hits | expedition_atoll_remnant_logbook 1 expedition_tundra_remnant_logbook 1 default 0 | |
| 1 | ExpeditionRelic | Prefix | Hits against Monsters cannot be Critical Hits | expedition_atoll_remnant_logbook 1 expedition_tundra_remnant_logbook 1 default 0 | |
| 1 | ExpeditionRelic | Prefix | Monsters' Hits Break Armour equal to 200% of Physical Damage dealt | expedition_atoll_remnant_logbook 1 expedition_tundra_remnant_logbook 1 default 0 | |
| 1 | ExpeditionRelic | Prefix | Monsters' Attack Hits inflict Bleeding | expedition_atoll_remnant_logbook 1 expedition_tundra_remnant_logbook 1 default 0 | |
| 1 | ExpeditionRelic | Prefix | All Damage from Monsters' Hits Contributes to Poison Magnitude Monsters Poison on Hit | expedition_atoll_remnant_logbook 1 expedition_tundra_remnant_logbook 1 default 0 |
Item /27
Runeforged Thane Mail
Armour: 259
Evasion Rating: 236
Base Movement Speed: -0.04
Runic Ward: 64
Requires: Level 80, 67 Str, 67 Dex
Thane Mail
Akoyan Club
Physical Damage: 46-76
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 78, 163 Str
Jade Club
Physical Damage: 31-51
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 49, 87 Str
Guardian Spear
Grants Skill: Spear Throw
Physical Damage: 38-79
Critical Hit Chance: 5%
Attacks per Second: 1.55
Weapon Range: 1.5
Requires: Level 75, 50 Str, 127 Dex
Crossblade Spear
Grants Skill: Spear Throw
Physical Damage: 25-52
Critical Hit Chance: 5%
Attacks per Second: 1.6
Weapon Range: 1.5
Requires: Level 45, 26 Str, 63 Dex
Twin Flail
Physical Damage: 8-18
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.3
Requires: Level 20, 30 Str, 14 Int
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Body Armour: (10—15)% of Physical Damage from Hits taken as Chaos Damage
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Soul Core of Ticaba
Stack Size: 1 / 10
Ulaman's Gaze
Limited to: 1 Ancient Augment
Requires: Level 60
Guatelitzi's Thesis
Limited to: 1 Ancient Augment
Requires: Level 60
Boots: Lose 5% of maximum Life per second while Sprinting, 25% increased Movement Speed while Sprinting
Emergent Vigour
Limited to: 1 Ancient Augment
Requires: Level 60
Body Armours: Gain Maximum Energy Shield equal to 50% of total
Strength Requirements of Equipped Armour Items
Strength Requirements of Equipped Armour Items
Emergent Possibility
Limited to: 1 Ancient Augment
Requires: Level 60
Emergent Instinct
Carved Cunning
Limited to: 1 Ancient Augment
Requires: Level 60
Legacy of Ashrend
Limited to: 1 Aldur's Legacy
Requires: Level 65
Legacy of The Unleashed
Limited to: 1 Aldur's Legacy
Requires: Level 65
Legacy of The Vile Knight
Limited to: 1 Aldur's Legacy
Requires: Level 65
Helmets: Deal 4% increased Damage with Hits to Rare or Unique Enemies for each second they've ever been in your Presence, up to a maximum of 200%
Legacy of Ironbound
Limited to: 1 Aldur's Legacy
Requires: Level 65
Legacy of Svalinn
Legacy of Keeper of the Arc
Legacy of A Worthy Foe
Limited to: 1 Aldur's Legacy
Requires: Level 65
Shields: Off-hand Hits inflict Runefather's Challenge
Shields: +45% to Cold Resistance
Runemastered Revered Vestments
Armour: 199
Energy Shield: 88
Base Movement Speed: -0.04
Runic Ward: 86
Requires: Level 70, 57 Str, 85 Int
+1% to all Maximum Elemental Resistances
(10—15)% increased Energy Shield Recharge Rate
Unique /62
Requires: Level 12, 19 Str
(80—100)% increased Block chance
(100—150)% increased Armour
+(13—17)% to Chaos Resistance
Requires: Level 4, 11 Str
local weapon implicit hidden % base damage is fire [50]
+(10—20) to Strength
+(20—30)% to Fire Resistance
Requires: Level 33, 42 Str
(150—200)% increased Armour
+(100—150) to maximum Life
Requires: Level 26, 34 Int
(30—50)% increased Energy Shield
+(10—20) to Dexterity
(10—15)% reduced Attack and Cast Speed
Requires: Level 11, 13 Str, 13 Dex
(-20—-10)% to Fire Resistance
+50% to Cold Resistance
Damage of Enemies Hitting you is Unlucky while you are on Low Life
50% chance to Avoid Death from Hits
Requires: Level 30
+(10—15) to Spirit
+(60—100) to maximum Mana
+30 to Spirit
30% increased Light Radius
Critical Hits ignore Enemy Monster Elemental Resistances
Requires: Level 11, 21 Dex
+(40—60) to maximum Life
+(10—20) to Strength
+(30—40)% to Fire Resistance
Cannot be Ignited
Requires: Level 52
+(10—15) to Dexterity
+(50—100)% to Lightning Resistance
Trigger Lightning Bolt Skill on Critical Hit
Requires: Level 60, 64 Str
+(50—100) to maximum Runic Ward
(200—300)% increased Armour
Requires: Level 62, 36 Str, 36 Int
(15—25) Life Regeneration per second
(15—25)% increased Mana Regeneration Rate
Requires: Level 10, 17 Int
+(20—30) to maximum Energy Shield
(40—50)% increased Spell Damage
+10 to Intelligence
+(7—13)% to Chaos Resistance
Requires: Level 27, 35 Str
(60—100)% increased Armour
(20—30)% increased Critical Damage Bonus
Critical Hits inflict Impale
Critical Hits cannot Extract Impale
Requires: Level 50, 71 Dex
(100—200)% increased Evasion Rating
(15—25)% increased Critical Hit Chance
+(30—40) to Dexterity
Requires: Level 45, 36 Dex, 36 Int
Cold Damage from Hits Contributes to Flammability and Ignite Magnitudes instead of Chill Magnitude or Freeze Buildup
Requires: Level 36, 52 Str
+(100—150) to Accuracy Rating
+(60—80) to maximum Life
+(20—25)% to Fire Resistance
25% increased Light Radius
Requires: Level 33, 27 Str, 27 Dex
+(75—125) to Accuracy Rating
(10—15) Life Regeneration per second
Deal 4% increased Damage with Hits to Rare or Unique Enemies for each second they've ever been in your Presence, up to a maximum of 200%
Requires: Level 65, 34 Str, 34 Dex, 34 Int
(15—30)% increased Movement Speed
Dodge Roll avoids all Hits
Gain Overencumbrance for 4 seconds when you Dodge Roll
Your speed is Unaffected by Slows while Sprinting
Requires: Level 12
+(20—30)% to Cold Resistance
(20—30)% increased Cold Damage
+(40—60) to maximum Mana
+(10—15) to Strength
Requires: Level 36
+(20—30) to Dexterity
Requires: Level 1
+(20—30) to maximum Mana
+(13—17)% to Chaos Resistance
10% increased Mana Cost of Skills
Requires: Level 11, 23 Str
Crushes Enemies on Hit
(10—15)% increased Attack Speed
Causes (30—50)% increased Stun Buildup
Always deals Critical Hits against Heavy Stunned Enemies
Requires: Level 28, 37 Str, Dex 50
+50 Dexterity Requirement
-15 Strength Requirement
(80—120)% increased Physical Damage
50% increased Attack Speed
(15—25)% increased Light Radius
Requires: Level 38, 68 Str
(100—150)% increased Physical Damage
+(10—15) to all Attributes
Gain 30 Life per enemy killed
Hits with this Weapon have no Critical Damage Bonus
This Weapon's Critical Hit Chance is 100%
Requires: Level 58, 92 Str
(500—600)% increased Armour
(-5—-1)% to all Maximum Elemental Resistances
+(200—300) to Stun Threshold
Take no Extra Damage from Critical Hits
Requires: Level 45, 41 Str, 41 Int
(50—100)% increased Energy Shield Recharge Rate
(25—35) Life Regeneration per second
(30—50)% reduced Ignite Duration on you
(30—50)% reduced Duration of Bleeding on You
Requires: Level 45, 41 Str, 41 Dex
Enemies in your Presence are Intimidated
Requires: Level 36
+(20—30) to Strength
Requires: Level 28, 23 Dex, 23 Int
(30—40)% increased Critical Hit Chance
+(10—20) to Dexterity
+(10—20) to Intelligence
Critical Hits Poison the enemy
Requires: Level 16, 17 Dex, 17 Int
-15% to Cold Resistance
+(30—40)% to Lightning Resistance
(15—30)% increased Energy Shield Recharge Rate
The Effect of Chill on you is reversed
Requires: Level 65
(10—15)% reduced Attack Speed
Requires: Level 16, 19 Str, 19 Dex
Triggers Level 15 Manifest Dancing Dervishes on Rampage
Cannot be used while Manifested
Manifested Dancing Dervishes die when Rampage ends
Melee Hits count as Rampage Kills
Rampage
Rampage
Requires: Level 10, 9 Str, 17 Dex
+(100—150) to Accuracy Rating
10% increased Attack Speed
(20—30)% increased Projectile Speed with this Weapon
Requires: Level 79, 163 Dex
local weapon implicit hidden added maximum chaos damage [64]
local weapon implicit hidden added minimum chaos damage [28]
local weapon implicit hidden added minimum chaos damage [28]
(10—15)% increased Attack Speed
Requires: Level 33, 48 Int
(100—200)% increased Energy Shield
(30—50)% increased Energy Shield Recharge Rate
+25% chance to be Poisoned
Requires: Level 52, 64 Int
(60—100)% increased Energy Shield
+(60—100) to maximum Mana
(10—15)% increased Rarity of Items found
Requires: Level 42
+(12—16)% to Cold and Lightning Resistances
+(10—20)% to Cold and Lightning Resistances
Wind Skills which can be boosted by Elemental Ground Surfaces count
as being boosted by Shocked Ground
as being boosted by Shocked Ground
Requires: Level 26, 17 Str, 38 Dex
+(5—8)% to Critical Hit Chance
+(15—25) to Intelligence
10% of Skill Mana Costs Converted to Life Costs
Requires: Level 45, 80 Str
(120—150)% increased Physical Damage
+(2—3) to Level of all Melee Skills
+(20—30) to Intelligence
Causes (150—200)% increased Stun Buildup
Requires: Level 65, 44 Dex, 44 Int
(1—11)% increased Attack Speed
+(1—33)% to Lightning Resistance
use thunderfist art variation [1]
Requires: Level 50, 44 Str, 44 Dex
+(80—100) to maximum Life
+(20—30) to Dexterity
(-40—-30)% to Lightning Resistance
lightning coil replace damage hit effect index [110]
Requires: Level 45, 80 Dex
50% reduced Projectile Range
30% reduced Life Recovery rate
-30 Physical Damage taken from Hits
Requires: Level 65, 86 Dex
30% increased Movement Speed
(80—120)% increased Evasion Rating
+(70—100) to maximum Life
Requires: Level 45, 80 Str
Hits with this Weapon have 5% chance to Trigger Molten Shower per 25 Strength
(80—120)% increased Physical Damage
(5—10)% increased Attack Speed
+(15—25) to Strength
local display grants level X molten shower [1]
Requires: Level 65, 114 Int
(71—113)% increased Spell Damage
(7—13)% increased Cast Speed
Magnitudes of Curses you inflict are zero
Requires: Level 67, 134 Dex
(8—14)% increased Attack Speed
Elemental Damage from Hits Contributes to Flammability, Ignite, and Chill Magnitudes, Freeze Buildup, and Shock Chance
Requires: Level 65, 67 Str, 67 Int
+1% to all Maximum Elemental Resistances
Gain 1 Runic Binding on Hit with Spells, no more than once every 0.5 seconds
Lose all Runic Bindings when you Shapeshift to gain that much Unbound Potential
Lose all Runic Bindings when you Shapeshift to gain that much Unbound Potential
Requires: Level 65, 114 Str, 63 Dex
Cannot load or fire Ammunition
(300—400)% increased Physical Damage
Hits with this Weapon have no Critical Damage Bonus
(20—40)% reduced Cooldown Recovery Rate
Gain 1 Explosive Rhythm every (2—3) times you use a Grenade Skill
Remove all Explosive Rhythm on reaching 10 to gain Explosive Fervour for 10 Seconds
Remove all Explosive Rhythm on reaching 10 to gain Explosive Fervour for 10 Seconds
Requires: Level 62, 64 Str, 64 Dex
+(40—50)% to Cold Resistance
Off-hand Hits inflict Runefather's Challenge
Inflicts Runefather's Challenge on enemies 6 metres in front of you when raised, no more than once every 2 seconds
Requires: Level 70, 67 Dex, 67 Int
+(20—30) to Dexterity
Companions have (30—50)% increased maximum Life
enable ancient order task [1]
Requires: Level 67, 134 Str
(240—300)% increased Physical Damage
+(5—8)% to Critical Hit Chance
(14—22)% increased Attack Speed
Requires: Level 65, 59 Str, 59 Int
The Bodach haunts your Presence
the wendigo manifestation delay randomisation ms [500]
the wendigo manifests +% faster per enemy power in your presence [5]
Timeless Jewel Passive /11
(7—14)% increased Critical Hit Chance
(25—35)% increased Spell Damage
Brutal Restraint: Asenath
Can't use Helmets
Your Critical Hit Chance is Lucky
Your Damage with Critical Hits is Lucky
Enemies' Damage with Critical Hits against you is Lucky
Your Critical Hit Chance is Lucky
Your Damage with Critical Hits is Lucky
Enemies' Damage with Critical Hits against you is Lucky
Brutal Restraint: Nasima
You are Blind
Blind does not affect your Light Radius
25% more Melee Critical Hit Chance while Blinded
Blind does not affect your Light Radius
25% more Melee Critical Hit Chance while Blinded
80% increased Critical Hit Chance
Undying Hate: Amanamu
When taking damage from Hits, 20% of Life Loss is prevented, then 150% of Life Loss prevented this way is Lost over 4 seconds
3% reduced Accuracy Rating per 25 Tribute
2% increased Thorns damage per 10 Tribute
Timeless Jewel Passive Additions /5
| Faction | Category | Show Full Descriptions | Code |
|---|---|---|---|
| Vaal | Notable | (7—14)% increased Critical Hit Chance | vaal_small_critical_strike_chance |
| Karui | Notable | Hits against you have 10% reduced Critical Damage Bonus | karui_notable_add_damage_from_crits |
| Karui | Notable | 30% increased Melee Critical Hit Chance | karui_notable_add_melee_crit_chance |
| Karui | Notable | 5% of Physical Damage from Hits taken as Fire Damage | karui_notable_add_physical_taken_as_fire |
| Maraketh | Notable | 25% increased Critical Hit Chance | maraketh_notable_add_global_crit_chance |
Edit
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.



































































































